Exemple #1
0
        public static Toil WaitForWaiter(TargetIndex diningSpotInd, TargetIndex waiterInd)
        {
            var toil = new Toil();

            toil.initAction = () => GetDriver(toil).wantsToOrder = true;
            toil.tickAction = () => {
                if (diningSpotInd != 0 && toil.actor.CurJob.GetTarget(diningSpotInd).IsValid)
                {
                    toil.actor.rotationTracker.FaceCell(toil.actor.CurJob.GetTarget(diningSpotInd).Cell);
                }
                if (!GetDriver(toil).wantsToOrder)
                {
                    GetDriver(toil).ReadyForNextToil();
                }
            };
            toil.AddFinishAction(() => GetDriver(toil).wantsToOrder = false);

            toil.defaultDuration = 1500;
            //toil.WithProgressBarToilDelay(TargetIndex.A); // TODO: Turn this off later? Or make it go backwards?
            toil.defaultCompleteMode = ToilCompleteMode.Never;
            toil.FailOnDestroyedOrNull(diningSpotInd);
            toil.FailOnDurationExpired(); // Duration over? Fail job!
            toil.socialMode = RandomSocialMode.Normal;
            return(toil);
        }
Exemple #2
0
        public static Toil WaitForMeal(TargetIndex mealInd)
        {
            var toil = new Toil();

            toil.initAction = () => {
                var order = toil.actor.GetRestaurant().Orders.GetOrderFor(toil.actor);
                if (order?.delivered == true && (order.consumable?.Spawned == true || order.consumable?.ParentHolder == toil.actor.inventory))
                {
                    var food = order.consumable;
                    toil.actor.CurJob.SetTarget(mealInd, food);
                    Log.Message($"{toil.actor.NameShortColored} has already received order: {food.Label}");
                    if (toil.actor.inventory.Contains(food))
                    {
                        //Log.Message($"{toil.actor.NameShortColored} has {food.Label} in inventory.");
                        GetDriver(toil).ReadyForNextToil();
                    }
                    else if (food.Position.AdjacentTo8Way(toil.actor.Position))
                    {
                        //Log.Message($"{toil.actor.NameShortColored} has {food.Label} on table.");
                        food.DeSpawn();
                        //var amount = toil.actor.inventory.innerContainer.TryAdd(order.consumable, 1, false);
                        //Log.Message($"{toil.actor.NameShortColored} received {amount} of {food.LabelShort} to his inventory.");
                        GetDriver(toil).ReadyForNextToil();
                    }
                    else
                    {
                        Log.Message($"{toil.actor.NameShortColored}'s food is somewhere else ({food?.Position}). Will wait.");
                        toil.actor.CurJob.SetTarget(mealInd, null);
                        order.delivered = false;
                    }
                }
                else if (order?.delivered == true)
                {
                    // Order not spawned? Already eaten it, or something happened to it
                    // Let it go.
                    Log.Warning($"{toil.actor.NameShortColored}'s food is gone. Already eaten?");
                    GetDriver(toil).EndJobWith(JobCondition.QueuedNoLongerValid);
                }
            };
            toil.tickAction = () => {
                var target = toil.actor.CurJob.GetTarget(mealInd);
                if (target.HasThing && target.IsValid && target.Thing.ParentHolder == toil.actor.inventory)
                {
                    // Waiting done
                    // Set job.count to amount to consume (important for taking to carrier!)
                    toil.actor.CurJob.count = target.Thing.stackCount;
                    GetDriver(toil).ReadyForNextToil();
                }
            };
            toil.defaultDuration = 1500;
            //toil.WithProgressBarToilDelay(TargetIndex.A); // TODO: Turn this off later? Or make it go backwards?
            toil.defaultCompleteMode = ToilCompleteMode.Never;
            toil.FailOnDurationExpired(); // Duration over? Fail job!
            toil.socialMode = RandomSocialMode.Normal;
            return(toil);
        }